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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Cannon.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Sim/Projectiles/Unsynced/HeatCloudProjectile.h"
#include "Sim/Projectiles/Unsynced/SmokeProjectile.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
#include "System/Sync/SyncTracer.h"
#include "WeaponDefHandler.h"
#include "System/myMath.h"
#include "System/FastMath.h"
CR_BIND_DERIVED(CCannon, CWeapon, (NULL, NULL))
CR_REG_METADATA(CCannon,(
CR_MEMBER(highTrajectory),
CR_MEMBER(rangeFactor),
CR_MEMBER(lastDiff),
CR_MEMBER(lastDir),
CR_MEMBER(gravity),
CR_RESERVED(32)
))
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CCannon::CCannon(CUnit* owner, const WeaponDef* def)
: CWeapon(owner, def)
, rangeFactor(1.0f)
, lastDir(-UpVector)
, highTrajectory(false)
, gravity(0.0f)
{
}
void CCannon::Init()
{
gravity = (weaponDef->myGravity == 0)? mapInfo->map.gravity : -(weaponDef->myGravity);
highTrajectory = (weaponDef->highTrajectory == 1);
CWeapon::Init();
}
void CCannon::UpdateRange(float val)
{
// clamp so as to not extend range if projectile
// speed is too low to reach the *updated* range
// note: new range can be zero (!) making range
// and height factors irrelevant
range = val;
rangeFactor = Clamp(range / GetRange2D(0.0f, 1.0f), 0.0f, 1.0f);
// some magical (but working) equations
// useful properties: if rangeFactor == 1, heightBoostFactor == 1
// TODO find something better?
if (heightBoostFactor < 0.0f && rangeFactor > 0.0f) {
heightBoostFactor = (2.0f - rangeFactor) / math::sqrt(rangeFactor);
}
}
void CCannon::Update()
{
if (targetType != Target_None) {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
const float3 targetVec = targetPos - weaponPos;
const float speed2D = (wantedDir = GetWantedDir(targetVec)).Length2D() * projectileSpeed;
predict = ((speed2D == 0.0f) ? 1.0f : (targetVec.Length2D() / speed2D));
} else {
predict = 0.0f;
}
CWeapon::Update();
}
bool CCannon::HaveFreeLineOfFire(const float3& pos, bool userTarget, const CUnit* unit) const
{
// assume we can still fire at partially submerged targets
if (!weaponDef->waterweapon && TargetUnitOrPositionUnderWater(pos, unit))
return false;
if (projectileSpeed == 0) {
return true;
}
float3 dif(pos - weaponMuzzlePos);
float3 dir(GetWantedDir2(dif));
if (dir.SqLength() == 0) {
return false;
}
float3 flatDir(dif.x, 0, dif.z);
float flatLength = flatDir.Length();
if (flatLength == 0) {
return true;
}
flatDir /= flatLength;
const float linear = dir.y;
const float quadratic = gravity / (projectileSpeed * projectileSpeed) * 0.5f;
const float groundDist = ((avoidFlags & Collision::NOGROUND) == 0)?
CGround::TrajectoryGroundCol(weaponMuzzlePos, flatDir, flatLength - 10, linear, quadratic):
-1.0f;
const float spread = (AccuracyExperience() + SprayAngleExperience()) * 0.6f * 0.9f;
if (groundDist > 0.0f) {
return false;
}
//FIXME add a forcedUserTarget (a forced fire mode enabled with meta key or something) and skip the test below then
if (TraceRay::TestTrajectoryCone(weaponMuzzlePos, flatDir, flatLength,
dir.y, quadratic, spread, owner->allyteam, avoidFlags, owner)) {
return false;
}
return true;
}
void CCannon::FireImpl(bool scriptCall)
{
float3 diff = targetPos - weaponMuzzlePos;
float3 dir = (diff.SqLength() > 4.0f) ? GetWantedDir(diff) : diff; // prevent vertical aim when emit-sfx firing the weapon
dir += (gs->randVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.SafeNormalize();
int ttl = 0;
const float sqSpeed2D = dir.SqLength2D() * projectileSpeed * projectileSpeed;
const int predict = math::ceil((sqSpeed2D == 0.0f) ?
(-2.0f * projectileSpeed * dir.y / gravity):
math::sqrt(diff.SqLength2D() / sqSpeed2D));
if (weaponDef->flighttime > 0) {
ttl = weaponDef->flighttime;
} else if (weaponDef->selfExplode) {
ttl = (predict + gs->randFloat() * 2.5f - 0.5f);
} else if ((weaponDef->groundBounce || weaponDef->waterBounce) && weaponDef->numBounce > 0) {
ttl = (predict * (1 + weaponDef->numBounce * weaponDef->bounceRebound));
} else {
ttl = predict * 2;
}
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.speed = dir * projectileSpeed;
params.ttl = ttl;
params.gravity = gravity;
WeaponProjectileFactory::LoadProjectile(params);
}
void CCannon::SlowUpdate()
{
if (weaponDef->highTrajectory == 2 && owner->useHighTrajectory != highTrajectory) {
highTrajectory = owner->useHighTrajectory;
}
CWeapon::SlowUpdate();
}
bool CCannon::AttackGround(float3 pos, bool userTarget)
{
if (owner->UnderFirstPersonControl()) {
// mostly prevents firing longer than max range using fps mode
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z);
}
// NOTE: this calls back into our derived TryTarget
return (CWeapon::AttackGround(pos, userTarget));
}
float3 CCannon::GetWantedDir(const float3& diff)
{
// try to cache results, sacrifice some (not much too much even for a pewee) accuracy
// it saves a dozen or two expensive calculations per second when 5 guardians
// are shooting at several slow- and fast-moving targets
if (math::fabs(diff.x - lastDiff.x) < (SQUARE_SIZE / 4.0f) &&
math::fabs(diff.y - lastDiff.y) < (SQUARE_SIZE / 4.0f) &&
math::fabs(diff.z - lastDiff.z) < (SQUARE_SIZE / 4.0f)) {
return lastDir;
}
const float3 dir = GetWantedDir2(diff);
lastDiff = diff;
lastDir = dir;
return dir;
}
float3 CCannon::GetWantedDir2(const float3& diff) const
{
const float Dsq = diff.SqLength();
const float DFsq = diff.SqLength2D();
const float g = gravity;
const float v = projectileSpeed;
const float dy = diff.y;
const float dxz = math::sqrt(DFsq);
float Vxz = 0.0f;
float Vy = 0.0f;
if (Dsq == 0.0f) {
Vy = highTrajectory ? v : -v;
} else {
// FIXME: temporary safeguards against FP overflow
// (introduced by extreme off-map unit positions; the term
// DFsq * Dsq * ... * dy should never even approach 1e38)
if (Dsq < 1e12f && math::fabs(dy) < 1e6f) {
const float root1 = v*v*v*v + 2.0f*v*v*g*dy - g*g*DFsq;
if (root1 >= 0.0f) {
const float root2 = 2.0f * DFsq * Dsq * (v * v + g * dy + (highTrajectory ? -1.0f : 1.0f) * math::sqrt(root1));
if (root2 >= 0.0f) {
Vxz = math::sqrt(root2) / (2.0f * Dsq);
Vy = (dxz == 0.0f || Vxz == 0.0f) ? v : (Vxz * dy / dxz - dxz * g / (2.0f * Vxz));
}
}
}
}
float3 dir = ZeroVector;
if (Vxz != 0.0f || Vy != 0.0f) {
dir.x = diff.x;
dir.z = diff.z;
dir.SafeNormalize();
dir *= Vxz;
dir.y = Vy;
dir.SafeNormalize();
}
return dir;
}
float CCannon::GetRange2D(float yDiff, float rFact) const
{
const float speedFactor = 0.7071067f; // sin pi/4 == cos pi/4
const float smoothHeight = 100.0f; // completely arbitrary
const float speed2d = projectileSpeed * speedFactor; // speed in one direction in max-range case
const float speed2dSq = speed2d * speed2d;
if (yDiff < -smoothHeight) {
yDiff *= heightBoostFactor;
} else if (yDiff < 0.0f) {
// smooth a bit
// f(0) == 1, f(smoothHeight) == heightBoostFactor
yDiff *= 1.0f + (heightBoostFactor - 1.0f) * (-yDiff)/smoothHeight;
}
const float root1 = speed2dSq + 2.0f * gravity * yDiff;
if (root1 < 0.0f) {
return 0.0f;
}
return (rFact * (speed2dSq + speed2d * math::sqrt(root1)) / (-gravity));
}
float CCannon::GetRange2D(float yDiff) const
{
return (GetRange2D(yDiff, rangeFactor));
}
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